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[有事请教] 求教YEP的脚步声插件 怎么调整播放的频率

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发表于 2018-8-23 18:36:12 | 显示全部楼层 |阅读模式

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这个东西在插件管理器中没有设置,默认的播放频率很快,听着很奇怪,应该怎么修改才能降低播放频率呢,就是1秒的播放别那么快
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 楼主| 发表于 2018-8-23 18:37:12 | 显示全部楼层
本帖最后由 yx20101120 于 2018-8-26 09:34 编辑

能修改的吗
插件
//=============================================================================
// Yanfly Engine Plugins - Footstep Sounds
// YEP_FootstepSounds.js
//=============================================================================

var Imported = Imported || {};
Imported.YEP_FootstepSounds = true;

var Yanfly = Yanfly || {};
Yanfly.Footsteps = Yanfly.Footsteps || {};
Yanfly.Footsteps.version = 1.01;

//=============================================================================
/*:
* @plugindesc v1.01 Set footstep sounds to play when the player and/or
* events walk over specific tiles.
* @author Yanfly Engine Plugins + Chickie Collaboration
*
* @param ---Default---
* @default
*
* @param Default Sound
* @parent ---Default---
* @type file
* @dir audio/se/
* @require 1
* @desc The default SE sound used for all tiles.
* @default Move1
*
* @param Default Volume
* @parent ---Default---
* @desc Volume of the footsteps made by default.
* Insert a number value.
* @default 10
*
* @param Default Pitch
* @parent ---Default---
* @desc Pitch of the footsteps made by default.
* Insert a number value.
* @default 150
*
* @param ---Player Settings---
* @default
*
* @param Player Enable
* @parent ---Player Settings---
* @type boolean
* @on Enable
* @off Disable
* @desc Play footstep sounds for the player character?
* Disable - false     Enable - true
* @default true
*
* @param Player Volume
* @parent ---Player Settings---
* @desc What volume rate to play the footsteps at for player?
* Use a float value. 1.00 = 100%    0.50 = 50%
* @default 1.00
*
* @param Player Pitch
* @parent ---Player Settings---
* @desc What pitch rate to play the footsteps at for player?
* Use a float value. 1.00 = 100%    0.50 = 50%
* @default 1.00
*
* @param ---Event Settings---
* @default
*
* @param Event Enable
* @parent ---Event Settings---
* @type boolean
* @on Enable
* @off Disable
* @desc Play footstep sounds for the events?
* Disable - false     Enable - true
* @default true
*
* @param Event Volume
* @parent ---Event Settings---
* @desc What volume rate to play the footsteps at for events?
* Use a float value. 1.00 = 100%    0.50 = 50%
* @default 1.00
*
* @param Distance Volume
* @parent ---Event Settings---
* @desc Change the volume by this much per tile difference
* from event to player. Use a float value.
* @default -0.10
*
* @param Event Pitch
* @parent ---Event Settings---
* @desc What pitch rate to play the footsteps at for events?
* Use a float value. 1.00 = 100%    0.50 = 50%
* @default 1.00
*
* @param Distance Pitch
* @parent ---Event Settings---
* @desc Change the pitch by this much per tile difference
* from event to player. Use a float value.
* @default -0.00
*
* @param Distance Pan
* @parent ---Event Settings---
* @desc Change the pan by this much per tile difference
* from event to player. Use an int value.
* @default 10
*
* @help
* ============================================================================
* Introduction
* ============================================================================
*
* This plugin gives your player and/or events footsteps when they walk onto
* tiles. These footsteps made by players and/or events can have different
* sounds based on regions, tilesets, and/or terrain tags. If footsteps are
* enabled for events, they can have distance based volumes and pitches to
* immerse the player further.
*
* This is a collaboration plugin by Chickie and Yanfly to ensure compatibility
* with the Yanfly Engine Plugins library.
*
* ============================================================================
* Instructions
* ============================================================================
*
* This plugin requires a bit of setup. Adjust the plugin parameters to set up
* a default set of footsteps that are to be played when nothing else has been
* set. These sound effects will be played when there are no region-specific
* sound effects or terrain tag-specific sound effects.
*
* That said, if you go into your project's database and go to the Tilesets tab
* you can set footsteps for each tileset. The tiles can play specific footstep
* sounds based on their terrain tag ID. Look in the notetags section below for
* the notetag setup on how to make a set of tiles play certain footsteps. The
* footsteps made here have higher priority than the default sound effects and
* if the player or event steps on a tile that has a footstep sound tied to a
* terrain tag, that footstep sound will be played instead.
*
* Even higher on the priority level are the region-based footstep sounds. If
* the player or an event steps on a tile that has a region-based footstep
* sound, then that sound will be played regardless of the terrain tag setting
* made for that specific tile. Look in the notetags section below for the
* notetag setup on how to make a specific region ID play a footstep sound.
*
* To sum it up, from lowest to highest priority:
*
*   LOWEST  - Default Footstep Sound
*             Terrain Tag Footstep Sound
*   HIGHEST - Region-Based Footstep Sound
*
* If you wish to give a whole map a certain footsteps sound, use the notetag
* to set a region-based footstep sound for region ID 0.
*
* ============================================================================
* Notetags
* ============================================================================
*
* Insert the following notetags to add footsteps to your maps.
*
* Event Notetag:
*
*   <No Footsteps>
*   - Insert this into the notebox of any event you wish to not make any
*   footsteps when moving.
*
* Tileset Notetags:
*
*   <Terrain Tag x Footstep Sound: filename>
*   <Terrain Tag x Footstep Sound: filename, volume>
*   <Terrain Tag x Footstep Sound: filename, volume, pitch>
*   - Replace 'x' with the terrain tag ID (from 1 to 7). If 0 is used, it will
*   be ignored.  When inserting the filename, the filename must be case
*   sensitive and must not include the extension. The 'volume' and 'pitch'
*   variables must be integar values between 0 and 100 if they are used.
*
*   Examples:
*
*   <Terrain Tag 1 Footstep Sound: Move1>
*   <Terrain Tag 2 Footstep Sound: Move2, 80>
*   <Terrain Tag 3 Footstep Sound: Move3, 75, 150>
*
*   In the above examples, the tiles marked by terrain tags 1, 2, or 3 will
*   play their respective sound effect when stepped on by the player or an
*   event that can trigger footsteps.
*
* Map Notetags:
*
*   <Region x Footstep Sound: filename>
*   <Region x Footstep Sound: filename, volume>
*   <Region x Footstep Sound: filename, volume, pitch>
*   - Replace 'x' with the region tag ID (from 1 to 255). If 0 is used, it
*   will become the default footstep sound.  When inserting the filename, the
*   filename must be case sensitive and must not include the extension. The
*   'volume' and 'pitch' variables must be integar values between 0 and 100 if
*   they are used.
*
*   Examples:
*
*   <Region 10 Footstep Sound: Move1>
*   <Region 20 Footstep Sound: Move2, 80>
*   <Region 30 Footstep Sound: Move3, 75, 150>
*
*   In the above examples, the tiles marked by regions 10, 20, or 30 will play
*   their respective sound effect when stepped on by the player or an event
*   that can trigger footsteps.
*
* ============================================================================
* Plugin Commands
* ============================================================================
*
* If at any time you wish to enable/disable footstep sounds in your game, you
* can use some plugin commands to do so.
*
* Plugin Commands:
*
*   EnableFootsteps
*   - Turns on footstep sounds.
*
*   DisableFootsteps
*   - Turns off footstep sounds.
*/
//=============================================================================

//=============================================================================
// Parameter Variables
//=============================================================================

Yanfly.Parameters = PluginManager.parameters('YEP_FootstepSounds');
Yanfly.Param = Yanfly.Param || {};

Yanfly.Param.Footsteps = {
  defaultSound:   String(Yanfly.Parameters['Default Sound']),
  defaultVolume:  Number(Yanfly.Parameters['Default Volume']),
  defaultPitch:   Number(Yanfly.Parameters['Default Pitch']),

  PlayerEnable:   eval(String(Yanfly.Parameters['Player Enable'])),
  PlayerVolume:   parseFloat(Yanfly.Parameters['Player Volume']),
  PlayerPitch:    parseFloat(Yanfly.Parameters['Player Pitch']),

  EventEnable:    eval(String(Yanfly.Parameters['Event Enable'])),
  EventVolume:    parseFloat(Yanfly.Parameters['Event Volume']),
  DistanceVolume: parseFloat(Yanfly.Parameters['Distance Volume']),
  EventPitch:     parseFloat(Yanfly.Parameters['Event Pitch']),
  DistancePitch:  parseFloat(Yanfly.Parameters['Distance Pitch']),
  DistancePan:    parseInt(Yanfly.Parameters['Distance Pan'])
};

//=============================================================================
// DataManager
//=============================================================================

Yanfly.Footsteps.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function() {
  if (!Yanfly.Footsteps.DataManager_isDatabaseLoaded.call(this)) return false;
  if (!Yanfly._loaded_YEP_FootstepSounds) {
    this.processFootstepNotetags($dataTilesets);
    Yanfly._loaded_YEP_FootstepSounds = true;
  }
  return true;
};

DataManager.processFootstepNotetags = function(group) {
  for (var n = 1; n < group.length; n++) {
    var obj = group[n];
    var notedata = obj.note.split(/[\r\n]+/);

    obj.terrainTagFootstepSounds = {
      0: [
        Yanfly.Param.Footsteps.defaultSound,
        Yanfly.Param.Footsteps.defaultVolume,
        Yanfly.Param.Footsteps.defaultPitch
      ]
    };

    for (var i = 0; i < notedata.length; i++) {
      var line = notedata;
      if (line.match(/<TERRAIN[ ]TAG[ ](\d+)[ ]FOOTSTEP SOUND:[ ](.*)>/i)) {
        var tagId = parseInt(RegExp.$1).clamp(1, 7);
        var footstepData = String(RegExp.$2).split(',');
        footstepData[0] = footstepData[0].trim();
        footstepData[1] = footstepData[1] ||
          Yanfly.Param.Footsteps.defaultVolume;
        footstepData[1] = parseInt(footstepData[1]);
        footstepData[2] = footstepData[2] ||
          Yanfly.Param.Footsteps.defaultPitch;
        footstepData[2] = parseInt(footstepData[2]);
        obj.terrainTagFootstepSounds[tagId] = footstepData;
      }
    }
  }
};

DataManager.processMapFootstepNotetags = function() {
  if (!$dataMap) return;

  $dataMap.regionFootstepSounds = {
    0: [
      Yanfly.Param.Footsteps.defaultSound,
      Yanfly.Param.Footsteps.defaultVolume,
      Yanfly.Param.Footsteps.defaultPitch
    ]
  };

  if (!$dataMap.note) return;
  var notedata = $dataMap.note.split(/[\r\n]+/);
  for (var i = 0; i < notedata.length; i++) {
    var line = notedata;
    if (line.match(/<REGION[ ](\d+)[ ]FOOTSTEP SOUND:[ ](.*)>/i)) {
      var regionId = parseInt(RegExp.$1).clamp(0, 255);
      var footstepData = String(RegExp.$2).split(',');
      footstepData[0] = footstepData[0].trim();
      footstepData[1] = footstepData[1] || Yanfly.Param.Footsteps.defaultVolume;
      footstepData[1] = parseInt(footstepData[1]);
      footstepData[2] = footstepData[2] || Yanfly.Param.Footsteps.defaultPitch;
      footstepData[2] = parseInt(footstepData[2]);
      $dataMap.regionFootstepSounds[regionId] = footstepData;
    }
  }
};

//=============================================================================
// Game_System
//=============================================================================

Yanfly.Footsteps.Game_System_initialize = Game_System.prototype.initialize;
Game_System.prototype.initialize = function() {
  Yanfly.Footsteps.Game_System_initialize.call(this);
  this.initFootstepSettings();
};

Game_System.prototype.initFootstepSettings = function() {
  this._footstepsEnabled = true;
};

Game_System.prototype.canHearFootsteps = function() {
  if (this._footstepsEnabled === undefined) this.initFootstepSettings();
  return this._footstepsEnabled;
};

Game_System.prototype.setHearFootsteps = function(value) {
  if (this._footstepsEnabled === undefined) this.initFootstepSettings();
  this._footstepsEnabled = value;
};

//=============================================================================
// Game_Interpreter
//=============================================================================

Yanfly.Footsteps.Game_Interpreter_pluginCommand =
    Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function(command, args) {
  Yanfly.Footsteps.Game_Interpreter_pluginCommand.call(this, command, args);
  if (command === 'EnableFootsteps') {
    $gameSystem.setHearFootsteps(true);
  } else if (command === 'DisableFootsteps') {
    $gameSystem.setHearFootsteps(false);
  }
};

Game_Interpreter.prototype.argsToString = function(args) {
  var str = '';
  var length = args.length;
  for (var i = 0; i < length; ++i) {
    str += args + ' ';
  }
  return str.trim();
};

//=============================================================================
// Game_Map
//=============================================================================

Yanfly.FootstepsGame_Map_setup = Game_Map.prototype.setup;
Game_Map.prototype.setup = function(mapId) {
  if ($dataMap) DataManager.processMapFootstepNotetags();
  Yanfly.FootstepsGame_Map_setup.call(this, mapId);
};

//=============================================================================
// Game_CharacterBase
//=============================================================================

Yanfly.Footsteps.Game_CharacterBase_increaseSteps =
  Game_CharacterBase.prototype.increaseSteps;
Game_CharacterBase.prototype.increaseSteps = function() {
  Yanfly.Footsteps.Game_CharacterBase_increaseSteps.call(this);
  if (this !== $gamePlayer) {
    this.processFootstepSound();
  }
};

Game_CharacterBase.prototype.canPlayFootsteps = function() {
  if (!$gameSystem.canHearFootsteps()) return false;
  if (this._canPlayFootsteps !== undefined) return this._canPlayFootsteps;
  this._canPlayFootsteps = Yanfly.Param.Footsteps.EventEnable;
  return this._canPlayFootsteps;
};

Game_CharacterBase.prototype.processFootstepSound = function() {
  if (this.canPlayFootsteps() && $gameSystem.canHearFootsteps()) {
    var player = $gamePlayer;
    var distance = $gameMap.distance(this.x, this.y, player.x, player.y);
    var volume = Yanfly.Param.Footsteps.EventVolume || 0;
    volume += distance * Yanfly.Param.Footsteps.DistanceVolume;
    var pitch = Yanfly.Param.Footsteps.EventPitch || 0;
    pitch += distance * Yanfly.Param.Footsteps.DistancePitch;
    var pan = 0;
    pan -= $gameMap.deltaX(this.x, player.x);
    this.playFootstepSound(volume, pitch, pan);
  };
};

Game_CharacterBase.prototype.playFootstepSound = function(volume, pitch, pan) {
  if (volume <= 0) return;
  if (pitch <= 0) return;
  if (!$dataMap) return;
  if (!$dataMap.regionFootstepSounds) DataManager.processMapFootstepNotetags();
  var x = this.x;
  if (this.x === 6) {
    x += 1;
  } else if (this.x === 4) {
    x -= 1;
  }
  var y = this.y;
  if (this.y === 2) {
    y += 1;
  } else if (this.y === 8) {
    y -= 1;
  }
  var regionId = $gameMap.regionId(x, y)
  var terrainTag = $gameMap.terrainTag(x, y);
  if (regionId > 0) {
    var footstepData = $dataMap.regionFootstepSounds[regionId];
  }
  if (!footstepData && terrainTag > 0) {
    var footstepData = $gameMap.tileset().terrainTagFootstepSounds[terrainTag];
  }
  if (!footstepData) footstepData = $dataMap.regionFootstepSounds[0];
  var se = {
    name:   footstepData[0],
    volume: footstepData[1] * volume,
    pitch:  footstepData[2] * pitch,
    pan:    pan.clamp(-100, 100)
  };
  AudioManager.playSe(se);
};

//=============================================================================
// Game_Player
//=============================================================================

Yanfly.Footsteps.Game_Player_increaseSteps =
  Game_Player.prototype.increaseSteps;
Game_Player.prototype.increaseSteps = function() {
  Yanfly.Footsteps.Game_Player_increaseSteps.call(this);
  this.processFootstepSound();
};

Game_Player.prototype.canPlayFootsteps = function() {
  if (!$gameSystem.canHearFootsteps()) return false;
  if (!this.isNormal()) return false;
  return Yanfly.Param.Footsteps.PlayerEnable;
};

Game_Player.prototype.processFootstepSound = function() {
  if (this.canPlayFootsteps()) {
    var volume = Yanfly.Param.Footsteps.PlayerVolume || 0;
    var pitch = Yanfly.Param.Footsteps.PlayerPitch || 0;
    var pan = 0;
    this.playFootstepSound(volume, pitch, pan);
  };
};

//=============================================================================
// Game_Event
//=============================================================================

Game_Event.prototype.canPlayFootsteps = function() {
  if (!$gameSystem.canHearFootsteps()) return false;
  if (this._canPlayFootsteps !== undefined) return this._canPlayFootsteps;
  this._canPlayFootsteps = Yanfly.Param.Footsteps.EventEnable;
  var note = this.event().note;
  if (note.match(/<NO FOOTSTEPS>/i)) this._canPlayFootsteps = false;
  return this._canPlayFootsteps;
};

//=============================================================================
// Game_Follower
//=============================================================================

Game_Follower.prototype.canPlayFootsteps = function() {
  if (!this.isVisible()) return false;
  return Game_Character.prototype.canPlayFootsteps.call(this);
};

//=============================================================================
// End of File
//=============================================================================
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 楼主| 发表于 2018-8-24 09:40:05 | 显示全部楼层
求教!~~~~~~~
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发表于 2018-8-27 00:46:00 | 显示全部楼层
GALV_CFStepSe.js可以調整播放頻率.
GALV_CFStepSe.js//-----------------------------------------------------------------------------
//  Galv's Character Frames Step SE
//-----------------------------------------------------------------------------
//  For: RPGMAKER MV
//  GALV_CFStepSe.js
//-----------------------------------------------------------------------------
//  2017-12-01 - Version 1.2 - fixed a bug when frame 1 wasn't in step frames
//                             and walking into wall would repeat sounds
//  2017-05-22 - Version 1.1 - fixed bug with steps sometimes stopping
//  2017-03-16 - Version 1.0 - release
//-----------------------------------------------------------------------------
//  Terms can be found at:
//  galvs-scripts.com
//-----------------------------------------------------------------------------

var Imported = Imported || {};
Imported.GALV_CFStepSe = true;

var Galv = Galv || {};           // Galv's main object
Galv.CFSTEP = Galv.CFSTEP || {}; // Galv's stuff

//-----------------------------------------------------------------------------
/*:
* @plugindesc (v.1.2) Adds step sound effects to Galv's Character Frames plugin
*
* @author Galv - galvs-scripts.com
*
* @param Step Frames
* @desc Which frames of a characterset will play step sounds separated by commas
* @default 1,5
*
* @param Events
* @desc Set if you want events to have steps or not.
* true or false
* @default true
*
* @param -- Terrain Step SE --
* @desc
* @default
*
* @param Terrain 1
* @desc se_name, volume, pitch
* @default
*
* @param Terrain 2
* @desc se_name, volume, pitch
* @default
*
* @param Terrain 3
* @desc se_name, volume, pitch
* @default
*
* @param Terrain 4
* @desc se_name, volume, pitch
* @default
*
* @param Terrain 5
* @desc se_name, volume, pitch
* @default
*
* @param Terrain 6
* @desc se_name, volume, pitch
* @default
*
* @param Terrain 7
* @desc se_name, volume, pitch
* @default
*
* @help
*   Galv's Character Frames Step SE
* ----------------------------------------------------------------------------
* REQUIRED: Galv's Character Frames plugin.
*
* This plugin allows you to setup stepping sound effects for terrain tags
* for when the player and/or events walk on them. It is designed to use my
* Character Frames plugin and the step sound effects happen on specified
* walking frames (set in plugin settings).
* ----------------------------------------------------------------------------
*
* ----------------------------------------------------------------------------
*  EVENT NOTE
* ----------------------------------------------------------------------------
* If you include the following text inside an event's note field:
*
*     <step_se>
*
* Then the event will play step sound effects when walking no matter which
* event page it has active.
*
* ----------------------------------------------------------------------------
*  EVENT COMMENTS
* ----------------------------------------------------------------------------
* Alternatively you can use the same comment inside an event on every page
* you want the event to play step sound effects on.
*
*     <step_se>
*
* ----------------------------------------------------------------------------
*/


//-----------------------------------------------------------------------------
//  CODE STUFFS
//-----------------------------------------------------------------------------

(function() {
Galv.CFSTEP.delay = 10;   // frames in which another step cannot be played after a step.
Galv.CFSTEP.frames = PluginManager.parameters('GALV_CFStepSe')["Step Frames"].split(',');
Galv.CFSTEP.events = PluginManager.parameters('GALV_CFStepSe')["Events"].toLowerCase() === 'true' ? true : false;


Galv.CFSTEP.makeSound = function(txt) {
        if (Array.isArray(txt)) {
                var arr = txt;
        } else {
                var arr = txt.split(",");
        };
        var obj = {
                name: arr[0],
                pan: 0,
                pitch: Number(arr[2]),
                volume: Number(arr[1])
        };
        return obj;
};

// Make terrain SE's
Galv.CFSTEP.terrainSounds = [];
for (var i = 1; i < 7; i++) {
        var txt = PluginManager.parameters('Galv_CFStepSE')["Terrain " + i];
        Galv.CFSTEP.terrainSounds = Galv.CFSTEP.makeSound(txt);
};


//-----------------------------------------------------------------------------
//  GAME CHARACTERBASE
//-----------------------------------------------------------------------------

Galv.CFSTEP.Game_CharacterBase_initMembers = Game_CharacterBase.prototype.initMembers;
Game_CharacterBase.prototype.initMembers = function() {
        this.stepSeInit();
        Galv.CFSTEP.Game_CharacterBase_initMembers.call(this);
};

Game_CharacterBase.prototype.stepSeInit = function() {
        this._patternSe = -2;
        this._stepSeDelay = 0;
        this._stepSeOn = true;
        this._stepSeFrames = [];
        this._stopSteps = true;
        for (var i = 0; i < Galv.CFSTEP.frames.length; i++) {
                this._stepSeFrames = Number(Galv.CFSTEP.frames);
        }
};

Game_CharacterBase.prototype.playStepSE = function(volMod) {
        if (this._stepSeDelay < Galv.CFSTEP.delay) return;
        var tSe = Galv.CFSTEP.terrainSounds[$gameMap.terrainTag(this._x,this._y)];
        if (tSe) {
                var tVol = Number(tSe.volume);
                if (volMod) tSe.volume = tSe.volume * volMod;
                tSe.volume = tSe.volume + (Math.random() * 16) - 8;
               
                var tPit = Number(tSe.pitch);
                tSe.pitch = tSe.pitch + (Math.random() * 16) - 8;
               
                AudioManager.playSe(tSe);
                tSe.volume = Number(tVol);
                tSe.pitch = Number(tPit);
               
                this._stepSeDelay = 0;
        };
};

Game_CharacterBase.prototype.isStep = function(pat) {
        return this._stepSeFrames.contains(pat)
};


//-----------------------------------------------------------------------------
//  GAME PLAYER
//-----------------------------------------------------------------------------

Galv.CFSTEP.Game_Player_update = Game_Player.prototype.update;
Game_Player.prototype.update = function(sceneActive) {
        Galv.CFSTEP.Game_Player_update.call(this,sceneActive);
        this.updateStepSe();
};

Game_Player.prototype.updateStepSe = function() {
        this._stepSeDelay++;

        if (!this._stepSeOn || this.idleTime) return;
        var pat = this.pattern();
        if (this.isStep(pat)) {
                if (this._patternSe != pat && this.isMoving() && this.hasWalkAnime()) {
                        this.playStepSE();
                        this._patternSe = pat;
                        this._stopSteps = false;
                }
        } else {
                if (this._stopCount == 1 && this.hasWalkAnime() && !this._stopSteps) {
                        this.playStepSE(0.5);
                        this._stopSteps = true;
                };
                this._patternSe = -1;
        }
};


//-----------------------------------------------------------------------------
//  GAME EVENT
//-----------------------------------------------------------------------------

if (Galv.CFSTEP.events) {
        Galv.CFSTEP.Game_Event_refresh = Game_Event.prototype.refresh;
        Game_Event.prototype.refresh = function() {
                Galv.CFSTEP.Game_Event_refresh.call(this);
                this.setStepSe();
        };
       
        Game_Event.prototype.setStepSe = function() {
                if (this.event().note.contains("<step_se>") && this._characterName != "") {
                        this._stepSeOn = true;
                } else {
                        var page = this.page();
                        var stepSe = false;
                        if (page) {
                                for (var i = 0; i < page.list.length; i++) {
                                        if (page.list.code == 108 && page.list.parameters[0].contains("<step_se>")) {
                                                var stepSe = true;
                                        };
                                };
                        };
                        this._stepSeOn = stepSe;
                };
        };
       
        Galv.CFSTEP.Game_Event_update = Game_Event.prototype.update;
        Game_Event.prototype.update = function(sceneActive) {
                Galv.CFSTEP.Game_Event_update.call(this,sceneActive);
                this.updateStepSe();
        };
       
        Game_Event.prototype.updateStepSe = function() {
                if (!this._stepSeOn) return;
                var pat = this.pattern();
                if (this.isStep(pat)) {
                        if (this._patternSe != pat && this.isMoving() && this.hasWalkAnime()) {
                                this.playStepSE();
                                this._patternSe = pat;
                        }
                } else {
                        this._patternSe = -1;
                }
                this._stepSeDelay++;
        };
}; // end if (Galv.CFSTEP.events)


})();
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 楼主| 发表于 2018-8-27 12:06:10 | 显示全部楼层
wabcmcc 发表于 2018-8-27 00:46
GALV_CFStepSe.js可以調整播放頻率.
[fold=GALV_CFStepSe.js]//----------------------------------------- ...

请问 这个是独立使用吗,我开启插件后,把插件页里面的设置弄好了,打上了名称,音量和偏幅,然后还设置了地形编号,但是还是没声音啊
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发表于 2018-8-27 12:23:49 | 显示全部楼层
能否單獨用,看示例.
GALVhttps://galvs-scripts.com/2015/12/12/mv-character-frames/
演示示例: Character Animations Character Frames Diagonal Movement MV.part1.rar (2 MB, 下载次数: 154) Character Animations Character Frames Diagonal Movement MV.part2.rar (159.55 KB, 下载次数: 132)
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 楼主| 发表于 2018-8-27 13:46:39 | 显示全部楼层
wabcmcc 发表于 2018-8-27 12:23
能否單獨用,看示例.
GALVhttps://galvs-scripts.com/2015/12/12/mv-character-frames/
演示示例: ...

谢谢!搞定了
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 楼主| 发表于 2018-8-27 14:01:32 | 显示全部楼层
wabcmcc 发表于 2018-8-27 12:23
能否單獨用,看示例.
GALVhttps://galvs-scripts.com/2015/12/12/mv-character-frames/
演示示例: ...

对了 !这个插件能不能让转方向的时候不算脚步,有时候转个身都响一下声音有点怪怪的。。
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